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Author Topic: Nerf modules  (Read 21903 times)

paragon

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Re: Nerf modules
« Reply #20 on: October 15, 2014, 08:50:50 AM »

I agree that bonuses should be strong to make people create squads, and yes it is on all sides so no worry on that.
One thing though, leaders atm are too powerful as they can switch bonuses whenever they want. Maybe leaders could choose only X modules, and use 3 at a time. This will make specialized leaders, instead of OP leaders who can adapt to every situation.
That + the fact that leaders should be easily identified + the fact that they shouldn't get the bonuses they provide. Leaders should be like medics, as a priority target, don't expect to survive every fights, we have this awesome feature called defib for them

I'm not agree with you that leaders should be _easily_ identified. For a long time I described the situation than FTL is an alt which is standing somewhere in the toilet and never get shot because he needs to stay alive. Leaders do expect to survive each fight and die last, if they don't, they make the whole 10 CH squad kitties. You can not adapt every build for every situation, you can not adapt sniper to be a tank and melee to be a sniper (at least before they are level... around 35-40 at least). Any further vulnerabilities and weaknesses of the leaders will make the situation even worse. My suggestion to solve this was to implement "range of leadership".
How leaders are too powerful? I don't get it. What's so powerful in them? They are usual 10 CH characters, most probably with high IN to get leadership skill up to 200. Yes, they can change bonuses, so what? Enemy leader could do that too. And it's actually great art to choose right bonuses right in the battle and in the same time don't break your fireteam.

If you want to know who's a leader, you probably need to have to infiltrate player groups, which is often not hard. E.g. if you play against v-tech and want to know who is FTL there, you can figure it out in 10 minutes. Sadly, I don't really want to do it myself, although information about who is LDRs in lawyers would be very important for my group. And then use colorizing (:


P.S.: Just remembered that I heard  that modules will be nerfed anyway... so I don't really know why I am wasting time defending it xD
« Last Edit: October 15, 2014, 09:10:55 AM by paragon »
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PorkchopExpress

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Re: Nerf modules
« Reply #21 on: October 15, 2014, 09:04:43 AM »


And the other team doesn't have that?

Both sides having something does not make it in any way balanced. Like baskila said in his opening post, it reduces the overall variety of builds because everyone thats not running around with leadership buffs is not performing optimally right now.

You cannot whine about this in 1v1 unless you go rambo 1vs entire faction.If you encounter one of "squad" characters solo,he'll get raped easily since 10ch is then useless without bonuses(unless you came into ZC zone solo,but that's your fault).
Solo PVP is almost dead. I could run around for half an hour inside the core without finding someone. Most people only start up the game these days if there's zone control going on.

But hey, no build should be able to beat every other out there....
Like the 10CHA build outperforming everyone else right?

And it IS really pain in ass to find leaders who run modules useful for your build(unless you all made clones).
Not really. Running DR and critical strength is a nobrainer. Knockouts are the strongest critical effect and another +20% DR when you already got 60% through armor/perks/drugs cuts the damage you receive HALF

LOL.And modules are to blame that there's no people in core to fight loners?10CH outperforming everyone else?Seriously?Only situation where it will outperform other build is in ZC IF YOU don't have active bonuses as well.That's really a nobrainer;bonuses>no bonuses,which again is user's fault since he wants to solo fight in something which is intended to promote teamplay(loners can be played in ZC and get rewards,but not as effectively as squad characters).As i said  previously,its your fault to go solo into big pvp fights where it's all about teamplay.If you want to solo rambo everyone,don't go ZC and you won't encounter those Uber 10CH builds.If they're so OP,reroll your characters to 10CH and rape everyone around.....
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S.T.A.L.K.E.R

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Re: Nerf modules
« Reply #22 on: October 15, 2014, 09:09:12 AM »

How about just make your own 10 Ch build instead of bitching on forums.
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Niamak

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Re: Nerf modules
« Reply #23 on: October 15, 2014, 09:11:31 AM »

I just rerolled 10 CH, please be gentle.   :-*
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baskila

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Re: Nerf modules
« Reply #24 on: October 15, 2014, 09:33:53 AM »

No one should be required to create a separate character just to play ZC. It's just bad balance.
The aim of this server was to allow players to have one build that would be decent performer in many things. Of course not all but most. That's why there's skill points bleed feature between SG, BG, EG. That's why there's bleed between FA and DOC. That's also why skills like Persuasion, Engineering and Science rise when you do certain tasks and not because you just add skill points to it.

OP modules go against this design by not only by dis-balancing player stats but also because they force people to have alts.
If something goes against one of the main design aspects of the game than it needs to be adjusted.
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Deathproof

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Re: Nerf modules
« Reply #25 on: October 15, 2014, 09:36:50 AM »

It will outperform in solo situations as well, if you don't know means you didn't try it. I'll give you a hint, try investing as much in DR or try investing in bleed.

Anyway, it will be nerfed for a reason.
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paragon

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Re: Nerf modules
« Reply #26 on: October 15, 2014, 09:48:20 AM »

No one should be required to create a separate character just to play ZC. It's just bad balance.

First, this server is about team pvp. Team pvp takes at least 2 people. It's squad leader and follower. Doesn't matter for ZC or not, it's design to be in team. You don't need to create separate character, if you have a team and 10 CH charisma. Or if you are a leader and have 1 friend.

OP modules go against this design by not only by dis-balancing player stats but also because they force people to have alts.

I have only 1 character 10 CH which I play, also I have a dedicated platoon crafter because teaching everyone Science and Engineering will take months (so alting / sharing characters in here is in design). So how does 10 CH make me to create alts?

Modules is the only thing which makes character specialized. So in your opinion balance is 5 5 5 5 5 5 5 characters without ability to select where to invest skillpoints? No specialization, cool.

But really, it's looped already. You say something what's already said and I do. If devs read this topic, they already understood my and yours opinions, let's not argue further.
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Anza

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Re: Nerf modules
« Reply #27 on: October 15, 2014, 09:58:24 AM »

I think people ask for nerf because it's better to have 10 charisma whatever the situation. It should be leaders who need 10 charisma and not the squad. The bonus not depending on player charisma can actually be good on second thought.

Anyway it's the same with int (most builds have high int i guess), and no one complains about int coz everybody use it. It's funny how people usually complain only on thing they don't use. "I don't use it so nerf it"
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RazorRamon

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Re: Nerf modules
« Reply #28 on: October 15, 2014, 10:02:11 AM »

Modules is the only thing which makes character specialized.

No. Modules is one thing that arent character specific because they are changable on the fly.

So in your opinion balance is 5 5 5 5 5 5 5 characters without ability to select where to invest skillpoints? No specialization, cool.
Where did he even imply that? Try to properly argue and not pull strawman arguments out of your ass
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Re: Nerf modules
« Reply #29 on: October 15, 2014, 10:02:18 AM »

Nerf base crit chance of aimed attack plx
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Myakot

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Re: Nerf modules
« Reply #30 on: October 15, 2014, 10:16:21 AM »

My oppinion on modules (how I thought to suggest nerfing them even before the server-launch):

After looking into AoP's mechanics, I was glad that finally someone tried to make CH a usefull stat, however I wasn't ready for this. CH should've been a stat which was a "situation-adaptability-parameter". Which in my mind was: you see a sit where you need this, you switch to it asap, you see that situation is changed, you switch your DR or whatever. AFAIK it's now working just like that (well there are a few preffered modules, but that's ok), BUT (there us a huge BUT) those bonuses shouldn't be higher than their non-situational mother-stats. Basically I mean that 10CH shouldn't give you more bonuses from ST parameter than 10 ST would give you, it's just insane.

So CH became a "situational" and "overall" stat which also exceeds all other stats, by granting better bonuses.
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RazorRamon

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Re: Nerf modules
« Reply #31 on: October 15, 2014, 10:30:24 AM »

Yes that's exactly it

A 10CH and 5 EN player with the respective module has more effective HP than a 10EN character that picked all available defensive perks.
A 10CH 5PE player with the right module has more viewrange than a 10PE guy with hawkeyes.
A 10CH 5AG player with the AC module has more armor class than a 10AG guy with dodger.
And that's only a few examples i could probably find a ton more.

10CH would be fine if it created a sort of jack of all trades master of none balance by providing different buffs for different situations. But right now the modules are either too strong or too weak. Why bother running a module that shortens knockouts and armor bypasses if theres modules that nullify knockouts and bypasses almost completely?
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mAdman

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Re: Nerf modules
« Reply #32 on: October 15, 2014, 10:31:52 AM »

Agreed with Myakot, the mechanic is fine as it is. It is the values that are too high.

IMO with the ability to have 3 active and to switch at will, no single squad buff should ever really go over half of their "mother stat" as Myakot put it. Even at 1/3 of their mother stat they would still be extremely effective.
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Myakot

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Re: Nerf modules
« Reply #33 on: October 15, 2014, 10:51:30 AM »

1/3 is way too much ;). You go with half and it becomes useless, this path is shallow.

Maybe some desneak-type mechanics may come into place? At least get rid of "insta-class-switching" with modules. Make it so that after module switching everyone under the affects suffers some debuff, possibly a kickback from the bonuses you've exchanged for a period of time.

I.E.
You had a 146% (joke) Knockout res, but now you need to run? Be my guest! Run, with a 146% decreased knockout res for x seconds.

Or at the very least make it cost like 200 ap per module switch ^^. That would suffice for start.
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MuchaChota

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Re: Nerf modules
« Reply #34 on: October 15, 2014, 10:54:49 AM »

Agreed with Myakot, the mechanic is fine as it is. It is the values that are too high.

IMO with the ability to have 3 active and to switch at will, no single squad buff should ever really go over half of their "mother stat" as Myakot put it. Even at 1/3 of their mother stat they would still be extremely effective.

But don't forget that having 10CH should still be useful. If you use(or waste) 9pts to get 10ch, only to receive 10%dr and lets say 50% to the crit special you want(half of what modules give now)... it would be still be useful to roll 10ch?

I don't say this to undermine your effort to balance the server, but I don't think nerfing the % modules gives is the way to go. Maybe forcing leaders to have 10CH and 200 leadership to give full bonus but only 5CH for squad members to receive that full bonus will open up the posibilities for more variated builds
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Seki

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Re: Nerf modules
« Reply #35 on: October 15, 2014, 10:57:29 AM »

i must agree that modules need some rework.. even when some peoples arent using them because it looks too complicated for them and they will just never make char with CH  ;D they are currently too strong, i remember Lidae saying something about changing them

and even when it may look like you have to invest alot of points into CH so you will be weak on some other SPECIAL, its not really like that because you can decrease your PE to 5 and use sight range module (+40 SR with 10 ch and 200 lead), you can decrease ST and use weapon handling, you can decrease AG to 1 as its almost useless and you got 10 CH very easily

also some examples of what you can reach with 10 CH..
MA + toughness + DR module -> 80 DR without adrenaline rush/drugs (MA also got high laser DR and normal/laser are almost only damage types used on long range..)
10LK + crit res module, 46 -> 66 critical resistance (so 10in 10lk sniper got only 42,5% chance to crit you instead of 67,5% -> muuuuch less effects and dmg from crits... or even more in support CA -> bb snipers)
+1 other bonus like sight range if you are dumping PE or critical strength -> immunity to KO/wpn drop etc..

aand even when modules are very strong its not true that everyone is playing 10 CH chars
« Last Edit: October 15, 2014, 11:06:57 AM by Seki »
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3.14

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Re: Nerf modules
« Reply #36 on: October 15, 2014, 11:01:50 AM »

The bonuses are just a wee bit high. Someone with a natural strength of 10 should be harder to knockout then one with 1 str. and some penis-implant bonus.
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mAdman

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Re: Nerf modules
« Reply #37 on: October 15, 2014, 07:19:21 PM »

1/3 is way too much ;). You go with half and it becomes useless, this path is shallow.

Maybe some desneak-type mechanics may come into place? At least get rid of "insta-class-switching" with modules. Make it so that after module switching everyone under the affects suffers some debuff, possibly a kickback from the bonuses you've exchanged for a period of time.

I.E.
You had a 146% (joke) Knockout res, but now you need to run? Be my guest! Run, with a 146% decreased knockout res for x seconds.

Or at the very least make it cost like 200 ap per module switch ^^. That would suffice for start.

Mmm, we will have to agree to disagree on halving them still making them useful, half is still +25% crit resistance to 3 stats mind you, that's 75% (or 3 perks), which is the difference between 1 st and 10 st. But I can understand that charisma should still be relevant and useful.

Your last point is a good one, similar to another suggestion I made where leaders should have to carry a radio, through which they "issue orders" at a cost of AP, you could force a squad leader to "issue orders" to confirm the selection of mods he has made, and there could be a temporary malus for doing so, for him and all effected by the switch.
« Last Edit: October 15, 2014, 07:22:33 PM by mAdman »
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John Porno

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Re: Nerf modules
« Reply #38 on: October 15, 2014, 08:54:22 PM »

When the boosts were made about a year ago, pretty much 95% of the game was just theory in the way that it hadn't been tested. The general idea of leadership balancing was a rather simple one. I'll try to formulate it in a couple of theses.

1: The points spent in CH to raise boost effectiveness should correlate to what you would have gained if you invested those points in another stat. It's easy to balance for Hit points, not so much for fire damage.
2: Leadership should let you specialize while sacrificing all-around protection/effectiveness. By concentrating the strenghts of your characters in certain directions, you leave gaps in other departments.
3: Since boosts are only active when;
- there is a leader online
- he is alive
- he has picked boosts that are actually useful to you
it has to be taken into consideration in point 1, thus the high numbers. Risk->reward

it was also conceived that;
- Major, organized teams would specialize and adapt their builds to it, making it part of the meta.
- Teams making proper use of leadership should have a big advantage over teams not doing so.

Apart from that, I gladly admit that some of the numbers could use some tweaking. Due to an internal mistake and apparently not enough motivation to go fix it, the applied boost calculation and its relation to CH was supposed to have diminishing returns, which it doesn't right now.
However, what I hoped not to see, though knowing that it was inevitable, is that people would complain about its strenghts without trying to exploit its weaknesses.

The way I would define something as being "OP", there would have to be a practical situation where the only way to counter a certain leadership setup was to use the exact same setup in order to negate it. However, until proven otherwise, I will say that every leadership setup and its implication can be countered by means other than using the same strategy. For example, if the enemy repeatedly uses +hp, +dr and +crit ag, they will not only be just as vulnerable to every other damage type than normal, but the very nature of stat points is to have a number of different effects which doesn't apply to CH. By putting 9 points into CH, players will have
- less bleed resistance
- less critical special
Because those two stats are spread out all across the SPECIAL.

In the above example, we have a lot fo room to figure out further weaknesses;
- If the required stat points are taken from PE, IN orLK, that team will have diminished sniping capabilities, which could be abused depending on the map. Especially when taking the lack of bleed and critical special into account I just noted.
- If the required stat points have been pulled out of ST and EN, it could again be abused by using critical effects that roll against those 2 stats. Crippling, limb shredder, Frag grenades and mines come to mind. Logically, since the stats are neither in ST nor EN, they would have to be in the sniper-stats. If it not happens that the enemy is msotly using snipers, one could try to force them into a close range battle.

Now on top of that, one could even counter leadership with leadership directly by using the 2 bleed related boosts, which apply not only to sg snipers, but certain other weapons like rippers and barbed spears as well. When exploiting bleed, poison comes to mind as it further lowers bleed resistance. While the game could still need some help in that department by increasing the means to apply bleed with gas grenades and special ammunition, even right now this could be executed with throwing characters.

In the end, AoP is a very young game and it will take time until a core playerbase will have developed and we see how the game is really played by the players. I don't think that 2238 devs in 2008 planned their games around rapetrains and lsw sneaks and taxi chars and mutie airstrikes and whatever else the players went on to do with what they found inside the game. While it's easy to criticize a dev for seemingly trying to tell the players how to play his own game and in egocentrical shame denying to accept reality, I can only do my best in supplying the players with alternatives and options. And unless those resources are not exhausted, I see no reason to implement fundamental changes.
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MuchaChota

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Re: Nerf modules
« Reply #39 on: October 15, 2014, 09:09:24 PM »

So what do you think about this ideas to balance modules so you can't change them on the fly, limit the effective range of bonuses and giving more space to assign special to nonleader chars? I'd like to have them all

- Activating and desactivating modules cost 200/250AP
- Leaders should have 200 leadership and 10CH to give full bonus, but squad members only need 5CH to receive them
- Leader with 200 leadership and 10ch should be X hex from squad members to give them bonuses. Maybe 100-150 hex?


Another idea to nerf them if you think that isn't enough would be to give the leader the current bonuses but reduce them 1/4 1/3 or 1/2 for squad members
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